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Absolute progression blocker in The Freakish Lab of Dr. Vahzilok, Act 2


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Posted (edited)

I'm in the final mission, Part Five: Induced Vomiting. I'm attempting to lead Bile to the exit. We're most of the way through the yard. But we ran into two immortal enemies: a Freak Tank whose name I'm forgetting and has now disappeared, and a Freak with a Porter backpack named IDX Blinker. They're both Lieutenant class and when both Bile and I attack them damage numbers float up over their heads but their health bars never go down. And Bile won't disengage. When I try to lead him away he just stays and eventually gives his 'player has gotten too far away' dialogue. I've been in and out of the mission. Those NPCs at one point moved enough for Bile to have disengaged, but then when I got close to him he took off running back toward the sewer entrance to the prison rather than toward the exit, then again chastised me when I didn't follow. So I followed, he made a big loop around the yard, and then re-engaged IDX Blinker.

 

I've passed my frustration limit, left the mission, and called Doc Buzzsaw (the mission contact) to auto-complete it. But no, there is no autocomplete option. Not that I can't use it because I've used it too recently. The option just doesn't exist. At this point, as far as I can determine, I'm stuck with a completely broken mission. I can try logging out and coming back later to start over, but this was a rather long and complicated mission that was interesting the first time around but does not sound fun to have to immediately redo. Arg.

Edited by fxds
fixed typos
Posted

This is a known bug. A quick search for "Freakish" turns up the following:

1st link after your thread on the bug forums.

 

So, for clarification, the Freaklok are your allies in that mission. And you can't attack allies. The bug that causes some of the Freaklok to turn into frenemies is known. A possible solution is to call a friend for help. Whichever of you has Bile stays inside. The other one goes outside and makes sure there are no targets for Bile to aggro on. After whichever of you does not have Bile verifies the area is clear of hostiles, bring Bile out and whichever of you does not have Bile intercepts any and all ambushes to keep Bile out of combat. The one with Bile only moves forward, and only while hugging the wall as far from the fence line as possible, when the one without Bile clears the ambushes. That is the simplest way to clear that mission and minimize the possibility of Bile going crazy. Another possible solution is if you have the Mark and Recall power, you can see if you can simply teleport back to the entrance with Bile. I don't know if Mark and Recall will work there though. And the last possibility that comes to mind is to not move Bile if playing solo until any and all wandering Freaklok have moved well out of your path to the exit, dealing with the ambushes as they come. Since the ambushes should have no problems following you through the doors, go back inside and fight them away from the Freaklok.

 

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